WALKABOUT MINI GOLF:
Level Designer, Mighty Coconut, 2024-2027
Creator: Lucas Martell
Supervising Art Director: Don Carson
For 2.5 years I had the privilege to design and art direct several whimsical worlds in VR for Walkabout Mini Golf's routine DLC course releases. I was responsible for initial design, 3D environmental layout, gameplay design, gameplay building, initial lighting / look dev, occasional final character / landscape modeling, and art direction through the studio pipeline. In each course I made a point to create many intentional spaces for players to hang out in virtually.
I had a small hand and collaborated on every DLC release from March 2025 extending into 2028 but "championed" Passport Tokyo, Gloop Lair, Escape from Planet Xylodon, and 4 more future releases!
Software: Unity, Blender, Gravity Sketch
Awards: Upload VR - Best Virtual Place (2025)

DLC: Passport Tokyo
August 2025
The first course I inherited upon starting the job. There was a very loose initial layout already started with core structures and store facades modeled by Don Carson. I modified the layout to incorporate a subway train that it is visible from all 18 holes, I improved + tightened the existing layout and play path, designed and heavily researched each Tokyo themed zone, created extensive reference boards, added capybaras, designed and modeled 18 mini golf holes, built the course in Unity utilizing existing prefabs, setup temp lighting, art directed the course with our Art team, and incorporated Neko Atsume characters for a creative collaboration between our two games. Also responsible for final models and storyline of the yokai Foxhunt centered around the Night Parade of One Hundred Demons (with yokai designs by Don Carson)


yokai lineup: Don Carson
Yokai (Japanese Folklore Demons) Foxhunt:


DLC: Gloop Lair
August 2026
The first course I pitched from scratch, I wanted to create a love letter to my millennial childhood that fit within Walkabout's existing Villains Lair series. I created a rough mock-up layout in VR using Gravity Sketch to gain approval. From there I fleshed out the details, designed the gameplay, and got it playable in Unity with a temp lighting setup. I created extensive reference boards to help the other teams and used this as a good excuse to revisit some of my favorite childhood cartoons for inspiration. This course was a joy to art direct with my fellow millennial colleagues and each of us snuck a little of our childhoods in through countless easter eggs. I was also responsible for the Foxhunt story, in the writing style of our teenage villain in the 90's.

![[PlanetX]Poster_edited.jpg](https://static.wixstatic.com/media/d86781_28f3ac470c5f476c8320739a23d56ff6~mv2.jpg/v1/fill/w_205,h_313,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/%5BPlanetX%5DPoster_edited.jpg)
DLC: Escape from Planet Xylodon
October 2026
When I joined the team they had some existing ideas for a toxic alien planet themed course but wanted it to feel different from their past course releases. I kept a few elements of their past block-in and redesigned most of it into its current state you see here. On this one I made a point to establish some key environment framing and compositions to instill a grand, cinematic feeling. Responsible for initial layout, design, gameplay, and setting up the Unity scene.
Preliminary Design Block-In with Gravity Sketch and Unity:

Final Release:


DLC: Passport Hollywood
March 2026
The full layout of Passport Hollywood was created by Don Carson, including a few personal insights from my time working on Hollywood backlots and living in Los Angeles. I was responsible for gameplay design, Unity gameplay setup, an initial lighting pass, blocking in the nearby Hollywood Hills, and tightening up a few small layout and storytelling beats.


DLC: Crystal Lair
June 2025
A collaboration with Lucas Martell, I was responsible for most of the layout and environment incorporated with Lucas' overall vision, gameplay design, and architecture. I also created the final environment models loosely based on the Tepuis found in Venezuela.


DLC: Alice's Adventures in Wonderland
December 2025
This course was beautifully designed by Don Carson with gameplay design by Henning Koczy. I was responsible for the design and final model of the extended environment, river rocks, and also final models of several characters based on John Tenniel's original designs.


DLC: Mount Olympus
March 2025
This DLC was nearly completed when I was brought on to the team. My only responsibility here was final rock modeling for the overall landscape, fitting to the existing course design.


DLC: Forgotten Fairyland
October 2025
Designed by Don Carson with gameplay by Henning Koczy, I was responsible for the final model of the distant landscape, sinkhole, and broken up ground making up the play path.










































































































